RimWorld

RimWorld

ReGrowth 2
2,179 Comments
veoba 19 minutes ago 
Hmmm regrowth you say (looking at new boobys...) They realy grow...
Eclipse 6 hours ago 
Yes, it will. Thank you for your grate work and passion!

In the end the biomes will be more beautiful than ever
Comrade Cyka 6 hours ago 
This is very much subjective, but old preview image > new preview image.

Otherwise, great mod. Thanks for making and maintaining it.
Shadelight 6 hours ago 
🙏
Helixien  [author] 6 hours ago 
yep
Shadelight 6 hours ago 
Now that Wastelands has been marked as deprecated does that mean it’s updated Scarlands version is coming soon? I’ve been eagerly awaiting it to start playing again as Wasters.
Helixien  [author] 7 hours ago 
@Paulie-B: There is not, it would add a lot of extra work for me. Yes, they overwrite vanilla paths, that is something I cant change, the only way to make use of asset bundles for them.

If you want to use any other plant textures, best thing is to tell the modder who made them to just add theirs in the same custom path I use as well.
Paulie-B 7 hours ago 
Hey mate great work love everything you do, but is it possible to add a toggle for the vanilla plant retextures? For some reason it overrides all retextures no matter the load order. If not its no big deal i just removed the patch myself but great work and good luck anyways!
Helixien  [author] 7 hours ago 
@Asgahn: Aspen and Boiling, as well as any other NEW biome, as in biomes not in the base game or odyssey, will remain their own mods. The rest is being integrated.
Asgahn 7 hours ago 
So, we don't need the other submods anymore? Everything in one BIG mod?
Sundanian 9 hours ago 
I'll have a look, thank you
Aryaltel 9 hours ago 
@Sundanian
Farming Hysteresis is a 1.6 mod that does that, in a different way. You can flip to harvest only to maintain stock.

Seems to work fine with Smart Farming, and now ReGrowth 2.

Might be worth a compatibility check, ReGrowth 2 buttons and FH buttons sometimes seem to dance, but the mechanics seem to work fine.
Helixien  [author] 10 hours ago 
@Sundanian: Probably not something I will pick up.
Helixien  [author] 11 hours ago 
@biship: Integrated, as in dont use a standalone version alongside.
biship 11 hours ago 
Smart Farming support was added or Smart Farming is now integrated into this mod (meaning I no longer need the Smart Farming mod as well)?
Sundanian 14 hours ago 
Since you've integrated smart farming, I was wondering if you know about "Growing Zones +"?
It allows for bills at growing zones, which allows you to specify how much of a crop you want. I remember it worked fine with smart farming in 1.5, and it has not been updated.
While bills are not necessarily the best way to achieve this, since it achieves so much more, it is certainly a way of doing it.
So what I'm asking is if you will consider adding Growing Zones + or some sort of functionality for stock dependent disabling of growing zones?
Helixien  [author] 15 hours ago 
@Eclipse: I will have to manually add support for each of my plants. Wont be a pain in the ass at all!
Eclipse Aug 22 @ 8:12am 
https://www.reddit.com/r/RimWorld/comments/1mq4snm/odyssey_qol_patch_on_unstable_164552_rev385/

How the snow on trees will work for your mod and modded plants in general?
Eclipse Aug 22 @ 8:11am 
What do your think about integrating owlchemists permeable terrain changes?

And FX flame and smoke
Icarus Aug 22 @ 6:30am 
Thanks Helixien, I thought it might be a conflict as I have 400 mods. If I identify the conflict I'll let you know :Blessing:
Jaydee Aug 22 @ 5:08am 
@Deggial

I've always wondered the same thing when it comes to Rimworld. From my experience with other games a longer load order means longer loading time and a bigger impact on FPS depending on the mods installed; whereas Rimworld has both FPS and TPS. I never fully understood TPS and have noticed in the past that some mods impact this drastically. However FPS is rarely ever effected in this game even with intense graphics mods.

In my perspective and to answer your question here, I would agree and say yes that a smaller load order list would decrease the loading time required to boot the game or generate a world. But a mixed up and disorganized load order list for mods can cause a flood of different problems with any game. :cherrypie:
Deggial Aug 22 @ 2:27am 
I really like the "Smart Farming" integration (it streamlines my mod list) and the new "Sowing" icon you've implemented. (Does it work if multiple fields are selected? I think I got mixed results, but I can't remember exactly.)

Anyway, I have a more general question which might be well placed here due to the recent mod integration:
Does a shorter mod list *actually* reduce loading times, or is it more the mod content itself that defines this? In other words, do two separate mods take longer to load than one mod containing both features?
Helixien  [author] Aug 22 @ 12:52am 
No mate, you got a mod conflict and no clue with what.
Icarus Aug 21 @ 6:53pm 
Is it normal for my temperate forest to be mostly brambles? They seem to overtake any other flora, and importantly, any trees.
xKiwiNova Aug 21 @ 2:31pm 
@Helixien this is a really weird question, but I was wondering if you had a vector or raster for a "empty" raw plant box (the brown box that crops come in). The only reason I ask you is because Regrowth implements raspberries and uses that box. I was wondering if you had a template for the empty box, or know where I might look for one?

I am trying to make a custom crop and I wanted to use the vanilla/standard plant box because Im afraid if I try to recreate it on my own I will mess up a color or get a few pixels wrong and drive myself crazy :p

I super duper love your mod :D, sorry for bothering you.
Helixien  [author] Aug 21 @ 1:04pm 
@Eventide: Man, please read what I said first, "as unhappy". Yes, some people commented one time, you have commented like 10 times now with the same point?

I have, after all, added the ability to disable smart farming because of your feedback. I was too hostile at first, I apologised for that already. Feedback is very much wanted, but there is also the question of HOW it is provided and being able to let it go. You chose to bring this topic up AGAIN 13h ago. You made that choice, so unsubbing from the comments might be a good idea, but I hope you come back.

And I agree, I don't like white knights, I have deleted many comments insulting you for that reason.

Going forward any comment on this topic (as in, you, Eventides feedback), will be deleted. Agreeing, disagreeing, I don't care. The topic is done. This whole thing was handled badly by everyone, including me.
Eventide Aug 21 @ 12:48pm 
@Jaydee "tons of Rimworld mods" I've only commented here and on Graphics Setter. 2 is not "tons". As for if I could do a better job at modding, I could. But most of what I'd want to mod already exists so why would I? Also giving feedback on things is not bad and I always give reasons on why my critique is there - like I did here. Helixien doesn't need a white knight and you suck at being one.

@LordBeef21, Literally nobody is fighting.

@Helixien, there have been others talking about the merging of mods and agreeing with me. You've just ignored them. A lot of them even got flagged because you have so many white knights reporting things. Again, thanks for the mod. I've given my feedback on merging things. I'll unsubscribe from the comments now since obviously feedback isn't wanted whatsoever.
Imperior Aug 21 @ 9:47am 
@Helixien, I just wanted to say thanks. I force updated Vanilla Extended Framework and it solved the issue. Incidentally, the reason why I even needed to modify the settings for Smart Farming was that I had an indoor tree farm, with the roof removed on the tree tiles. Whenever I added Regrow 2 it'd just auto harvest my trees even though they were safely indoors, just because they were unroofed. Thought I might as well share this edge case.
LordBeef21 Aug 21 @ 7:55am 
@Eventide can you stop fighting Helixien? Like, I get that it can be annoying to have things un-modularized, but at some point you have to say that you've made your point.
Sundanian Aug 21 @ 6:53am 
"You can see all changes in the changelog tab!

Current mod version: 5.0.6-Mundi-rev1

Note the current mod page does NOT reflect the content of the 1.6 version! It will be updated in time!"
Summord Aug 21 @ 6:02am 
I thought this mod was already goated but you integrated smart farming into it too? Only getting better and better
Helixien  [author] Aug 21 @ 6:00am 
@Eventide: the why is simple, I wanted to. Smart farming was a great mod that so far was only continued. Now it’s being expanded and currently reworked a bit to work with the VF growing zones. So far you are the only one as unhappy about it.

The setting is the very first in the Smart farming section. If you don’t see it, then there is some issue I have no way to find because it’s here and works when testing it.
Eventide Aug 21 @ 5:51am 
As for disabling smart farming, I've seen options appear now but see nothing for disabling it entirely just like Imperior. I don't necessarily mind smart farming being on since I always used it separately anyway. What annoyed me was it being integrated without being properly told and still not really being given any reason on *why* it was even integrated.
Helixien  [author] Aug 21 @ 5:50am 
@Imperior: make sure your VE framework is up to date if you have it, before the last update it broke the Smart farming settings
Eventide Aug 21 @ 5:50am 
About using the change notes, it's nice to have but most people aren't going to bother looking at those every time mods update. They simply subscribe to mods and forget about it. Then things get updated and changed with no notification in-game. So merging things like smart farming makes things extremely confusing when you'd never expect ReGrowth to have that. Similarly, bathing, make camp, realistic filth, faction placement, and perspective ores fall into a similar idea. "ReGrowth" doesn't sound like it'd include those types of things. They're not bad to have it just isn't intuitive by name.

Again, not necessarily attacking or anything just feedback on why people would be confused or annoyed by things.
Eventide Aug 21 @ 5:38am 
@Naturtok, 5 seconds to click it and a ridiculous amount of time reading through every change note to find things that would have taken moments to write in the description. If you've already been here using the mod that's somewhat fine. If you haven't been here then you're not going to bother reading it. Do you go and read every single patch note ever created for a game before playing it?
Imperior Aug 21 @ 4:46am 
@Helixien I tried to disable Smart Farming in the settings but there was no button for it. I made sure to upload to the latest version by unsubscribing and resubscribing and there was still no setting for it in the xml config. I think that may also have been the case for Eventide?
As per usual, no errors in the log. <li Class="ReGrowthCore.ReGrowthCore_SmartFarming" /> has no key, value pair associated with it in the xml file, I'm not sure if that's related.
Naturtok Aug 21 @ 12:36am 
it takes 5 seconds for us to click the change notes tab and scan through patch notes lol. The smart farming update was noted there for all of us to see.
Helixien  [author] Aug 21 @ 12:04am 
@Eventide: Smart farming can be disabled for nearly a week now, in case you missed it.
Eventide Aug 20 @ 11:04pm 
@Deggial, I've been saying this since the integration started.. Nobody is going to read every patch note nor every comment to see what's in a mod.. it makes no sense. I get the little graphics and everything aren't updated yet but just put a quick notification text at the top of the description of all the changes and what's to come.. it's been a month and there's no update to the description really.. it'd take like 5 minutes to just list what's integrated and everything.. saving so much confusion for the hundreds of thousands of people coming here.. It's a great mod and I'd like for more people to be able to use it with little confusion.

A big one is how they integrated Smart Farming into this.. which I'm still not exactly sure *why* that's a thing nor why there's no toggle for it. This mod's looking to do too much at once which is just going to cause compatibility issues and more confusion.
Deggial Aug 20 @ 9:03pm 
Thank you for your reply and list, tchnko. 'Aspen Forest' is apparently kept as a standalone, too.

But this is exactly what I did not want. A non-sticky post will inevitably "get lost in history" at some point.
Nobody will browse the comments section 5 pages back in the hope of finding the answer. I still believe that a longer-lasting information update would be appreciated by many.
L. Velociraptor Aug 20 @ 8:24pm 
@thesoupiest -- Simple FX Vapor & Simple FX Splashes are both integrated. It's in the 1.6 update patch notes, currently on page 2 of the change notes tab.
TheRedPriest Aug 20 @ 7:03pm 
Oh so they are integrated now! Huh and here I was wondering why only the core got updated XD I'll keep checking on the progress of this mod series. hopefully by the end of my current playthrough It will be updated :P
Crawkpot Aug 20 @ 5:59pm 
I refuse to play until the arid plants are added back, the boiling biome is updated, and you've completed the additions to the new Odyssey biomes. The ReGrowth mods are what perfect the game for me. Thank you so much for your work!!
tchnko Aug 20 @ 12:55pm 
@Deggial

Arid, Boreal, Retextures, Swamp, Temperate, Tropical, and Tundra have all been integrated into core. Boiling, Extinct Animals, and Wasteland have not. I know boiling is going to receive a standalone update eventually, I assume extinct animals and wasteland will too
thesoupiest Aug 20 @ 7:51am 
Does this conflict with the Simple FX mods for vapor and splashes? What about the smoke one?
Deggial Aug 20 @ 3:05am 
I have a request.
Once everything has been finalised and all the planned changes have been applied, could you *please* list them all in one place that is easy to find? Perhaps you could update the mod content description in the 'Core' section? Maybe as a 'Discussion' section?
This should definitely be a 'sticky' post so that it doesn't get lost in the day-to-day chat.

Currently, it's quite confusing.
Which sub-modules are/will be integrated into the core module?
Which ones will remain standalone?
Which ones will *become* standalone? (Looking at you, WMB! Thankfully, you've already deleted it from the content description, but not from the preview pictures.)

Thank you in advance, Helixien!
Kopp Aug 19 @ 8:25am 
Possible small oversight:
\ReGrowth 2\1.6\Patches\Compatibility\ReGrowth-Biomes.xml
-> PatchOperationFindMod is looking for "ReGrowth: Aspen", while the Aspen mod is named "ReGrowth 2: Aspen" in its about file.
veoba Aug 19 @ 7:28am 
How about cooperation with Better Trees?
xKiwiNova Aug 18 @ 6:20pm 
I love the mod. Helixien if you wouldn't mind me asking, how do you do your tree textures, I really like your style. Do you do vector or raster graphics?